1UP has a brand new interview with the writer and director of Heavy Rain, David Cage. Cage, who also happens to be the CEO and president of Quantic Dream talks about how Heavy Rain differs from Indigo Prophecy, the game's online plans, and more.
What are some examples of things you did wrong in Indigo Prophecy that you're staying away from this time?Read more at 1UP.com.
David Cage: After [Indigo Prophecy], we spent a lot of time reading reviews and players' feedback on forums. We also had our own ideas about what worked and what didn't. First and foremost, I think we have a much stronger script in Heavy Rain. Although it was more complex to write, I think the characters have real substance, and the story should be emotionally involving. I also tried to evoke themes rarely used in games, which should be one of the challenges of the game, but also one of its more interesting aspects. It's an important test for me to see if we can tell more subtle stories and trigger more complex emotions in a game or not — something we already started to experiment with in the Casting demo.
We also continued to develop our concept of "bending stories," allowing players' actions to have consequences on the story. We pushed this idea further, in a more constant, fluid, and effective way. We also entirely redesigned the way action scenes work, something that was one of the weak aspects of [Indigo Prophecy].
We also spent a lot of time and energy in developing a solid engine, graphics tools, and pipelines. I think gamers can already judge the graphic quality from the first playable demo we presented. Many people seemed to think that this pre-teaser was prerendered and not interactive, but it's entirely real time and fully playable.

